Eris

Eris alongside Dulcimer showcase the ideas I have been trying to materialize. Using mirrored symmetry alongside rotational one can get some pretty impressive looking maps all the while keeping a mild grip on the general balance of them.

The specific ideas of Eris have background on older maps, one of them being the TLMC#3 Finalist Shrieking Breeze by Gfire, that map besides being one of my favorite SC2 ones is a very complex mix of controlled attack pathways mixed what what now I call Stagnation Points and the double ramp into the main base design, and even when the map itself had his own issues it settled a new way to look at map design for me.

Corners are rich in resources.

Open Natural base.

Central Gold bases can be taken from either side.

Quick Ramp to Nexus Walloff

Ramp Walloff

Main Quick Walloff

Eris showcases a myriad of different ideas and concepts to try and create a map that allows for a open natural design in a otherwise mirrored symmetric map all the while keeping the secondary entrance to the Main base which is a staple of the Shrieking Breeze design. Eris is an aggressive map, yet, it is fairly easy for games between two matched players to go longer and showcase the entirety of the map, this is mostly caused by the otherwise standard base flow and base distance on a layout that promotes control of the side-paths of the map.

The map’s aesthetics are based on ideals of the Greek goddess, and once again come not from historic or StarCraft themed landscapes but from dream like scenarios.

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Kantuva also known as Uvantak is SMA main Manager and Administrator, he also is an accomplished SC2 Community Map Maker, having worked on SC2 Level Design since its release alongside several other Mods and RTS projects, he has built a wealth of knowledge about some of the smallest details on StarCraft, details which he uses to help other Map Makers become better Level Designers.